#Arknights + AK Endfield
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DLAA Preset L is even heavy on 40/50 series users
DLAA K runs faster than ultra perf L on my 4090, at least in ffxiv
idk last time i checked theres noticeable difference in perf hit between 5070ti and 5090
I mean of course 5090 is gonna compute faster than a 5070ti but you gotta compare to Preset K on DLAA like Tawmy said
5090 has like what 1.5x faster memory than 4090?
2nd Gen Transformer has higher ms cost scaling with resolution unlike CNN and 1st Transformer
Thats why Nvidia recommends M for Perfformance and L for Ultra Performance
oh i should try that
You can use it at other stuff even DLAA but it is just heavy af
I would imagine nvidia would sell more tensor cores with no VRAM if they could actually do it 
problem with upscalers is they need both memory speed and vram from what ive seen
Yeah new one costs more vram too
cant chinese just steal hbm and transplant it to 5090s

prob not
hbm gotta cost like gold
ok so for DLAA on the 4080 i should go with K, M or L?
no AA
What resolution

try both K and M
if unsure
trashformer 1 griefs highlights
L seems overkill for dlaa
anyway
maybe its fine at 1080p idk
havent used that screen resolution in a decade
4070 1440p DLAA Preset L vs K upscaler only
4.2ms wtf
1440p performance L vs K
on 50xx should be about same
yeah
K is the preset that just keeps giving
keeps giving ass
ok, even at locked 60, K feels so much smoother than M
going back to trashformer 1 knowing that volumetrics are griefed and highlights are griefed

i found one game where 4.5 is kill yesterday
deadline delivery with luma unreal
4.5 has big flicker issues on thin geometry (powerlines)
needs optiscaler's output scaling to make 4.5 an upscaler instead of luma's dlaa
smaa
btw, is there any way to fix the coulours of rtx hdr?
decima jitter fxaa
for?
what colours exactly
I far as I know they give you controls over that
sec to enable it to show
oh wow, the fps is so much better without reshade xD
oh you can under filters
but the removed the hide ui one?
@woeful raven @gloomy tulip
MXAO (via reshade bypass) / vanilla GTAO (4K UAV) / vanilla GTAO (with added vis bitmask 4K UAV)
no more fog issues
no more wobble wobble
no more pixelated, shimmerfest ao
Based
Its because its well animated and directed and in real time that makes it such a hype moment
Such a weird question
That means we're getting 3rd shot's AO soon ?
Honestly the 3rd almost looks RTAO to me. And I mean real RTAO. Not the lumenite one. I would pay to have 3rd shot's AO in my game.
paypal 30k
what having access to normals and other data does to a mf
reshade AO only has depth
This also means this slop is fixed
reshade AO only has access to depth and normals calculated from depth
cross fade between lods is bad which causes those AO pulsing changes

Yoo, how did you manage that finally
Yes
Me and Spiwar are figuring out goodish settings
And I am looking into how to get AO to also apply onto grass
Then we'll hard code the cboooofers so Valley and Wuling AO look the same
wizards
wait so miru's work in getting reshade inserted into the AO bitmap was a thing again?
for everyone wondering
how dogshit the original AO was
vanilla GTAO with visibility bitmask, but with original resolution
literally blobs with 0 details
The blur 
did n ot expect it to look that bad
ao so bad bro stuttered
looks optimized to me idk
No
i sentence you to paypal me 30k

@woeful raven
wtf is this
This one is some fake spotlight
has no shadowcasting
doesnt really serve any purpose
and also doesnt apply AO
even though its in the g-booofer
meanwhile grass does the same shit

but i mean a lot of fake spot lights in the game
that's normal tbh
mobile optimizations = no shadows bruh
mobile optimization = dont render anything
bros
aint nooooo way
they gated AO
behind a switch

so it disables its self
This isnt even an optimsation strat
becasue AO is still being calculated
they just disable it on spotlights

Well applying AO to lights donāt make a lot of senses
Itās a hack if the AO radius is small otherwise you can occlude surfaces 100% pointing to the light
but they also gate contact shadows
screenspaced shadows dont apply to grass from the spotlights
even though g-buffer contains shadows
@gloomy tulip
direct lighting has no AO modulation

so all the fake spotlights apply zero AO
I guess yes it doesnt make much sense if the game had RT shadows and was able to ground everything correctly
but stuff in the enviroment just looks unshaded without AO modulation for direct lighting
RT in many implementations donāt include lights other than sun lights
So still no grounding


RT pipeline is hard, especially if you don't have areal engine to set every single light and material settings for you to default
RTGI is the best you get...if they actually included characters and objects anyway....otherwise enjoy landscape screenshots
I think RTR is easier for them to do since all they have to do...is reuse every probe they already have in the pipeline
I would already be quite happy with competent GTAO and RTR to be honest. Apart from questionable draw distances, I think the game has strong enough art and materials to be handsome with only those two. Since we're just about to get competent GTAO anyway, good RTR is the only additional thing I'd really want out of it.
My custom AO with temporal accumulation
I noticed that there is weird wobbling affect when moving, I suspect its because shader not undoing jittering
I guess this is the sub pixel jitter offsets
@dusky wave Do you see the wobbling AO directly in the AO texture when moving in high speed? Its an issue even in the original half res AO tho
Belated, but I don't seem to have the mentioned frametime issues on Vulkan. There's maybe a bit more of occasional stutter, but it's certainly not the heartbeat graph while standing still.
Disocclusion
nvidia⦠wtf are you doing?? anyone tried at 720p?
We used to chase more pixels... now we're chasing less.
This has been building for YEARS as upscaling gets better and more devs stand to rely on it for their games. Now with every GPU maker in the game having AI upscaling and the release of DLSS 4.5... is native resolution cooked?
Nvidia DLSS Programming Guide: https://github.com/NVIDIA/DLSS/b...
~~at work canāt check ~~
ask HG, to AI their low res SSR, please~
I want that AI, and more AI, not less in Endfield
I honestly think the motion vector is busted
is wuwa installed with reshade same way?
No, that's just their innovative tech: motion blur, but in AO.
doesnāt Wuwa have good native anw?
OMEGA SLOPPA DROP
-
Added modified game GTAO to use Visibility bitmask + new global cbooofers so AO matches in both Valley / Wuling / Any other areas they add + AO modulation is now apply on direct lighting + applies AO to grass now
-
Vanilla GTAO is wack and uses half res, use the following https://github.com/EightySixK/Arknights-Endfield-FPS-Unlocker to force native res GTAO UAVs
forcing native res UAVs, I cant say I have. It looks significantly better compared to 720p wobble wobble
I added a AO debug viewer for T4 (GTAO g buffer used by deferred) and it looks fine there as well
The wobble comes from bad motion vector

BRUH
I use reprojected current uv to previous uv
And the wobble is gone compared to motion vector uv
its cooked
bruh I told you MVs are cooked
Its why DoF has wobble
so rip
this is also why SSR wobbles like a mf
What in the world did they do with the MVs
It's a different way to doing temporal, I'm giving each pixel an age value. Black = new pixels (no disocclusion)

Let me record my current AO debug viewer
I think you upgraded R10G10B10A2_UNORM right?
Thats the MV format
No wonder it sucks
We did at first but we disabled it
The math is so compressed
we only have r8g8b8a8_typeless and unorm now
what in the heat wave
Apparently their motion vector
The heat wave will definitely show up on details š
forge in a year: time to redo the renderer from scratch
optimized optimized unity
But anyway I finished building the skeleton for my full res AO in vk, just dealing with the blurring and ghosting XD
so, just replace addon and pop the enhancer exe, disable rtao shader if had it previously and done deal?
why is game bar refusing to capture
wack
Anyways, I tested ao debug view on my end
it looks stable, theres a bit of wobble in the distance
theres no heat haze effect though

i notice some
wave like behaviour
in dark spots
if you look at the entry
below the white orb
might be hard to see in the vid due to compression
I see it
that's with the prerelease build of fpsunlocker ?
Yeah the wave pattern from bad MV
didnt even notice my char
lmao yeah so dark
perhaps I did smth wrong? Although I don't think so
HG set the AO gamma like 500 in wuling
Thats why its so dark
In valley 4th its just 2.2
cooked
it's like a striped pattern
I HATE USERS

Yeah i saw some stride pattern in distant
yeah it's what im trying to show
compression makes it less noticeable
the darker the area the more noticeable it is
I hardcoded our own cbooofers
to use 2.2
or I might lower it I dunno
but it looks cooked on Blazes side
like its uses both modified and 500
open up reshade.ini
and tell me what settings it uses for Reno
there will be a section with AO based settings listed
[renodx-preset1]
AOBitmask=1
AODebugView=0
AODenoiserBlurBeta=0
AODirCount=3
AODirectionCount=6
AODistPower=1
AODistributionPower=2
AOFalloffRange=1
AOFinalGamma=1
AOFrame=64
AOGamma=2.2
AOMipBias=0
AONormalAttenuation=0.05
AONrmAtt=0.05
AORadius=4
AORadiusScale=1
AOStepCount=3
AOTemporalFrame=64
AOThickness=1
AOThicknessBias=0
AOThinOccluder=2
AO_GAMMA=1
AO_INTENSITY=1
this?
yes
it's also 1 here
so i dunno if forge named the same thing as mine XD
Maybe forge was using the old names I had
anything I should change on my end?
no
I'll rework it
though I do not see the shimmer wave pattern
what did you pick for GTAO res
Also the stride pattern could occur with bitmask
that are fixed
saw this if I pushed DistributionPower
stripped pattern
^
But GTAO itself already has jittered sample offsets
ok found the ini

my b
it doesnt auto set full res GTAO
GTAO needs interleaved depth instead of cheap ass depth mipmapping fr
maximum caching optimization
still have that aura you mentioned
around my char tho
idk if normal or user error once again
alright
Also the AO step count is actually 2x in reality. Vanilla's 3 = 6 steps in total
I'm following the xegtao paper as well
Just need to fix the settings
Also wtf is up with discord
Shit is cooking my 9800X3D to 75°c
Need an alternative asap
Hmm do you upgrade r8 unorm
The AO passes are weird
Computed AO stores in r8
Then temporal and blur are 16 float
Then upscale returns to 8
Hey maybe I.. I am definitely stoopid but, What exactly only works with DLAA at 100% scaling ?
Is it Reshade before UI ? š„
I'm dumb, what ini are we talking about for gtaores?
the one you get after using the enhancer.exe
Game randomly getting stuck in Composed: Flip presentation. Until I launch once without Reshade then it's fine? What even
Any color grading/bloom Reshade shaders work well when RenoDX is active?
The mip sampling is when pixels are further from camera, they are evaluated with lower res mip to save performance
You increase the mip sampling bias to keep the high res depth for further pixels
I set to 0 just to not override what the game sets it to 
That part makes sense, I just saw your previous settings pic and it had it set to 0.0
Ahh
Since I use 0.0 to determine whether to override the game or not
Too lazy to make 100 bools for each value
im confused how to change ao res with this thing
is this some hidden setting somewhere
oh wait its in prelease build
yeah, you need the Enhancer.exe from pre release, made the same mistake originally
I'm surprised how well the game is still running with GTAORes=2 at 4K DLAA somehow.
what do you recommend to set in the gfx ini other than gtao?
OMEGA SLOPPA DROP
-
Added modified game GTAO to use Visibility bitmask + new global cbooofers so AO matches in both Valley / Wuling / Any other areas they add + AO modulation is now apply on direct lighting + applies AO to grass now
-
Adjusted GTAO settings, I added a 'reset settings to default' button which will reset GTAO settings (during updates and such if we change settings so you dont have to adjust yourself, just press the button)
Vanilla GTAO is wack and uses half res, use the following https://github.com/EightySixK/Arknights-Endfield-FPS-Unlocker to force native res GTAO UAVs
- There's a prerelease 'Release 1.03' version you need that one as it contains the grafix enhancment settings. drop the .exe into your game directory and run it (this will install Virus)
- After that go over to the EndfieldGFX.ini, you will see a GTAO section with the default being = -1 (this means it uses vanilla GTAO res). Change it to either 1 or 2 to force higher res UAVs
CSMShadowRes=4096
CharacterShadowRes=4096
both work to improve CSM shadows and character shadows, this will do nothing for screenspaced shadows. However CSMShadows has a slight issue of there being a seem line that follows the camera. Sometimes its noticable other times its not so YMMV
The other shadow settings break lighting when I tried them, so I wouldnt muck around with them for now
SSR quality set to Ultra slightly reduces wobble wobble but it spawns new shaders so our SSR tweak wont work (I am waiting for full res SSR UAV forcing before I patch Ultra quality shader)
SSR sample count is already set to 256 via Reno SSR tweak
AnisoLevel=16 since the game only goes up to 8x (mobileslop limitation)
character shadows from the sun and character shadows under spotlights are separate settings thouhg
spotlight shadows are some abysmal 256p blur blob
CharacterShadowRes is from the sun, it wont do anything for spotlights
you mentioned the issue of the line, do you mean the one at the bottom screen?
i had that since the game lauched
entire game is borked for mobile
@gloomy tulip Unity 2 when
4096 res crashes my game
no crashes for me
Let me guess
Fps unlocker part of the tool used to only work on nvidia
He only madr it usable on amd recent ish
So expect some jank
I guess
I'm still seeing the aura thing, I assume expected behaviour?
yeah I understand
It's an issue of them rendering GTAO g-buffer fully including character
Then selectively removing characters after from GTAO
Righr
What's next

That or I go play
Newest UE5 sloppa dropped today
Endfield with our tweaks looks betta
And still runs 120FPS locked with 50% GPU util
Did you actually port xeGTAO ?
Game already uses Unity GTAO
I think its xegtao
We just added vis bitmask
and played around with the settings
and higher res UAVs via the unlocker
Allright. I've been away from civilization for (almost) two weeks now. My return this friday will be glorious seeing how you guys cooked in those two weeks. The wait is killing me.
I've been doing dailies and stuff on phone. And ammassing bills.
But I refuse to advance in the actual game.
The worst part is that I actually have every 6 stars now. And still I can't get myself to get rid of default characters while exploring. I like their designs too much. Plus it feels more immersive during msq.
i do this too
i usually stick with the default party for the MSQ and only change for the endgame stuff
I had the terrain all turn black at certain angles, but then it fixed itself when I hit the reset AO. Not entirely sure whether it was the shadow res that caused it in the first place.
im dumb and i set shadow res like gtao so i basically gave my self 1 res shadows
Oh lul
trying fsr3 fg
it feels ok with reflex
but the game has lag spikes in a city
and this feels like ball torture with framegen
Fsr3fg is so bad no matter how many times I try it I always end up back on nofg
Or LSFG
new updateādo I have to use the GitHub FPS unlocker?
@dusky wave wake up
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They're explaining their slop in this perf analysis video
Haha. I think it'd take me less time to learn Chinese than graphics programming.
it has no flip metering still
so thats big reason why it sucks
No the interpolation is actually trash
Flip metering doesnt matter when your result is dog
It has issues interpolating particles that even LSFG doesnt have
do they know its trash
clearly handled efficiently
Well i guess the game is pretty light on cpu
slop perf analysis
So thats a win
Interview with endfield devs
Not just a slop perf analysis
devs explained all the slop they added
To optimize the game
And i mean they work well for mobile
They must have forgot to scale bsck
For actual PCs

do they even mention hdr
this game can actually run decently on a steam deck with that comically weak CPU so yeah that's a win
unlike wuwa
fucker leaks worse than the Pentagon
It came out on PS5 and PC in an alt timeline
alongside RT

No, Reno is always standalone
The github page link is for forcing native res GTAO so our GTAO modifications actually look good
You can use the GTAO modificiations using vanilla
but it will be running at 720p or lower
and looks awful
@grizzled saddle @stuck sandal
š
'most' is doing some serious copium here
i need context
becasue Bloom is like 5 passes
DOF is like 12 passes
GTAO is 4-5
so what exactly is 1 pass
so do I still need Lumenite shaders with the OMEGA SLOPPA DROP update
figures
that's omega indeed!
what about DLSS upscaling instead of DLAA
still a no go?
is tech test grading basically just more blue
No
thats how it looks on my monitor
rename medium settings to ultra
in wuling eats as much perf as lumen on high settings
- different grading settings compared to default
- modified shaders such as skybox to match tech test vids
- alt grading temp / tint to match tech test
I wouldn't pay too much attention to the Geekerwan video. They're just paid to regurgitate what Hypergryph tells them here
such content makes up like 2/3 of all their uploads
one simple optimization trick most game devs don't know about

I'm stealign this comment haha.
Their perf analysis
Is still legit
No one has as good data as geekerwan
We already knoe the game is piss easy to run anyways
Just want to know what slop the devs did to achieve that
Speaking of which
It is indeed piss easy to run when a 5070 can do 4k native at 112fps

wait what
3060 only gets 46fps
Am I just like CPU bottlenecked cause I only get like 80-90 on 5070Ti
Not Kevin approved
should be 120 locked at 4K no upscaling
Where the hell are they getting 110fps
1% lows is 86 though
What cpu?
5900x
Yeah 6 core split CCD slop
GPU: NVIDIA GeForce RTX 5070
CPU: Ryzen 5 7600
RAM: 32GB
#rtx5070 #arknightsendfield #benchmark
Look at cpu graph
Yeah, DLAA
What level should SMAA be set to for best results?
shouldnt bottleneck
Your 1% is about less than 60
I'll try shutting off second CCD I guess
none use dlss or fsr
5600x results
So thats about right?
If you shut of ccd youd at best getting 5600x
58 1% lows
do you all use dlss?
And not get fucked by inter ccd latency
what area you get 80 fps
Wuling
yes in 2026 you use upscalers
cuz anything else sucks
Open world gets around 90
yeah do that
should I set it to 0 here, meaning completely disable aa and use dlss instead for aa?
my PC is enough to run at 120 FPS, so I donāt really feel like enabling dlss
use dlaa then
DLSS is not just about upscaling for better perf
DLSS/DLAA are superior anti aliasing methods
especially compared to post process AA slop like SMAA
wrong smaa fxaa with decima jitter is superior
fr fr
get it
who even made this gif
That vid of Kevin showcasing his super sauce FXAA
and he dead ass said
"it looks so good"

for sure
so shoulid i set aa 0 and smaa 0?
The whole scene was shimmering
Aa 1 smaa 0
and had stairstepping out the ass
ok tku
yeah thats the fxaa sauce
I always thought DLSS was meant to boost FPS
it does both now
mogs any AA technique
boosts fps
ultimate tech
for no reason
another trillion for jensen
- AA mogger
- Denoiser mogger
- Perf mogger (but slop devs use as crutch)
Clearly endfield didnt use it as crutch
Jensen truly is the Einstein of our era
nah they instead used 540p DoF, GTAO and SSR as a crutch

no use case for DLAA. just downsample from 16k render res
it's called optimization mr discord basement dweller
16K render res to save on latency incurred by dlss
broo just render 32K to save on AA perf cost
holy shit... some people are just way smarter than us

Can your NVIDIA app detect ARK? Mine can't find it anymore. so weird.
This is similar to fellas saying how RT is slop but planar reflections are PEAK
chief, the latter will grape perf in todays games
Theres other games that does half res effects and look fine
Not this one though
Me when i do most effects in one pass
Does DLSS still mess with DoF and stuff?

Yes
You either accept it and move on
DLSS isnt 'responisble' per say, the issue comes from them running half res + then using upscaled res for UAVs
Or you go back taau
so you get 720p or lower DoF, GTAO ect
RT SUCKS. SSR has way more soul than RT ever could, just look at this https://cdn.discordapp.com/attachments/131825783378411520/1470246433260044524/R1xEBNb.mp4?ex=698de4f1&is=698c9371&hm=5d3e2f802df94e54355fb4b9185af8d8992edd0a236cfb9d6e404f99b0f68923&
Yeah I think I'll stick with TAAU, I think 2D stuff like hovering text and the like also got affected by res while using DLSS
Whatever you like
the soul of dissapearing
Did u watch the RT portion of the video
Theres an RT portion
I just started dying at the single pass stuff















I am finished
our SSR tweaks look better

reflections in the real world don't have object permanence. NVIDIA doesn't want you to know this
LOL
they could have just done what me or miru did using SSR
though i guess that does confirm RT is coming eventually, right? surely you could mod extra passes?
and it would have been cheaper
Look guys give em a break they're doing it with 7.5W
No?
Lmao buddy
HDR and RT already came out
in an alt timeline
just not this one
Geekerwan probably asked if rt will come to other platform
"Ssshh"
Which is why ios rt is only mention and glazed in the video
oh i forgot that IOS had it
Doesnt bode well if they wont even say if rt will come to pc in the future
they shipped the game like this they dont care about pc
showing this to someone back in 2018 to explain why RT is a meme and a fad
"a bunch of discord mods made better reflections via a mod reshade preset"
I doubt rt would look good given the abysmal motion vector
They only showed still shot comparison right

I did.
I went back in time and showed it to a younger kevin.
He then went on his path to become the kevin interactive that we know today.
Perfect loop
forgot to show him taa
all marketing I've seen for it has been pics so far, maybe thers a utube vid comparison on IOS
now he likes it
RT has way more noises than SSR and GTAO
No need to
That image is blurry enough
"Seee that, blurry = taa = bad"
Doesnt elaborate
128p DoF
why is ps5 that much smaller lol
endmin turned into pixelmin
That's almost every gacha that has a PC version lol
when i use dlaa, before ui should be enabled?
Doesnt matter
almost
Bro didnt u ask this question last time
Wuwa is love wuwa is life
i have to agree this time
Its so pc centric you'll need a 7800x3d or 9800x3d to have over 60fps with rt on in startorch
super secret super speciaal SSD Kraken compression special sauce

you wish
i cant hit 60 sometimes
I asked this before, but I forgot š
gpu usage plummets
Does the game even hit 4k on ps5
Yeah but u can hit 60 some times
They probably just used assets meant for 1080p and kept it at that
yeah outside startorch
Startorch LOL
35fps
Thank you kuro very cool
60% GPU usage with RT on and balanced DLSS
I'm really surprised how wuwa is able to run on phones with how not CPU optimized the game is
"The game engine is s good one"
very optimized
The cpu slog is with rt
Turn rt implementation off
Runs finr
3 meter draw distance, no RT
120fps mobile Vulkan FG
I get like 55fps max in startorch with RT off
the game is really well optimized so the issue is probably with the ps5/sony
No probably with them
Ps5 is even more of an after thought
Than pc
Wuwa's mobile device performance is not as good as ark
ps5 isn't an afterthought, they went out of their way to force off vrr. caring
PS5 has a bigger player base than mobile per their reports
The game can hit a semi stable 48fps on an undervolted steam deck so the problem has got to be PS5
But I think the main problem there is Linux moment
Because it's still kinda stuttery on the deck
would not be too bad on ps5 (pro at least) if vrr were allowed
vulkanslop
Youre right its worse
The only phones where u can get a constant 60
With endfield
Is this year's flagship phone
Iphone?
what the
time to buy an iphone buddy
Iphone has an easier time
this is an apple game
Yeah as expected

Why do you even buy android
8 gen 1 running the same as gen 3 is insane
58fps at 720p at 4.8w
Appleisum bias
At least wuwa is also forward looking on mobile
Idk the game felt fine on my pixel
Has vulkan, FG, SGSR upscale
i dont even wanna know how it runs on tensor
Even with googles shitass tensor being slower than an A14
Though I don't actually play it much on mobile because mobile ew
did they test mac
No.
game isn't on mac
Using magsafe?
playcover is trivial at least but i dunno

Bro is building factory in real life to build another in endfield
Yeah it hits a 30fps lock in wuling on medium settings with less stutter than my steam deck lol
Hell, it stutters less than my iPad mini 6
@woeful raven I know what I need to work on next
chrominance per zoominance by luminance for gamma correction
Is that so in tim appleās ifruit
ifone cant cope
so its limited to Dijon
and some of the arenas
Trianggelos fight has RT reflections
and a few others
thats about it
it shifts the hues of UI when running 2.4
which is no no
Musa wouldnt approve
Decima jitter
steam deck runs on vulkan tho right
yeah but the game's own vulkan renderer vs. dx11 on dxvk are not comparable
It's just through the launcher so you can just use dxvk, I just run the game in vulkan so that could be the problem
vulkan isnt native?
vulkan does stutter more
it is
vulkan slop
my point is that you can still use the dx11 version on linux, though it's being run through vulkan either way
but it'll not perform the same as the native vulkan renderer
yeah i know, just wanted to make sure
hey, does anyone happen to know where the shader cache is located for the dx11 mode in ark?
AppData\Local\NVIDIA\DXCache on windows
which file idk i don't think there's any way to find a specific game
I just delete the whole folder
You might be able to off date
and delete only those shaders
assuming you know when Endfield built shader cahce
changing the api for endfield forces the precomp to run again i think? but idk if it actually clears the previous shaders
it forces shader cache rebuild
I only found the Vulkan cache in AppData/LocalLow/HypergryphEndfield, It seems the Vulkan cache is stored separately within the game's folder
so thats one way to fix it
So FG working with Reno on VK in Indiana Jones now would mean that we could have it here as well at some point?
not much point in VK yet as long as we don't have RT ngl
although yeah FG would smooth out the Wuling drops ig
now?
como
what happened
Haha.
thing is
Spiwar showed me a way to get FG working
and
well
Indiana Jones is fine because it has native HDR + swapchain
We dont for Endfield
which means FG flicker
But with no native swapchain things get complicated. There is hope though.
will fix flickering
#1416126383977005146 message
CNN FG 2X Cope pepeSlop
well now that you put it
time for me to go back to porting everything over to VK
and suffering heartbeat pulse framegraph with stuttering

remember what i said to u
Same issue as any sdr path upgrade

Until they implement native hdr, no
U could just unlock the fps and play dlss P at 240fps in this game
its dead easy to run
dlss p for that sweet 240p dof
Bro can't into reading comprehension
Toru said CNN
CNN (the goat) just WorksTM
Have u tried
I'll just wait for Izueh to get DX12 proxy working for Luma
Then port everything to Luma before doing VK


Oh is that vulkans fault because CNN FG was working with SDR upgrade on DX12 Titles Despairge~1
The day i told u about fg working but flickering
I tried cnn fg after
It doesnt work
Your only option for working fg
In vk
With sdr path upgrade
Is fsr FG

Works with everything
We need nukem to save us
Streamline inputs with fsrfg will still flicker
Only nukem dlss to fsr3fg bridge doesnt
- that FSR MFG 3x 4x slop that the artur guy made
damn this is bad lol. idk if i set anything wrong
What am I looking for?
insane shimmering
the trembling
oh it actually looks less bad if i set the game to TAAU (instead of optiscaler fsr4)

Anything using the dlss path
Is plagued by their slop code
Time to port to luma and fix dlssslop
theres still trembling with TAAU but only at background stuff at a distance
Refer back to the dev interview
"We rewrote unity for maximum efficiency and optimization"
And
"We rewrote unity for maximum efficiency and optimization"






